Battlefield 3 – Back To Karkand DLC Guide
For those that pre-ordered Battlefield 3, the Back To Karkand DLC pack comes free of charge — but for the rest of us, content yourselves that you’re paying for a load of new content. Available for the now standard price of 15$, prepare to try out four remade classic maps, ten new weapons, three new vehicles, and a new game mode called Assault Conquest. To unlock the all new weapons available in the Karkand DLC, you’ll need to play through unique assignments forcing you to play a certain way. You might be curious what the new maps, and modes are like; that’s why Game Front is here to provide a multiplayer guide that runs you through all the new content.
For more information on the Battlefield 3 DLC, check out the achievements, trophies, and cheats. If you’re looking for information on vanilla Battlefield 3, check out our text and video walkthrough.
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Video and Text Walkthrough
Karkand Introduction
With the addition of Back to Karkand to Battlefield 3, there’s definitely a lot more variety in the map rotation and bit of nostalgia for gamers who have played Battlefield 2. There are some nuances to get accumstomed to with the new maps, but basic Battlefield 3 play is obviously still well intact. Here are some basic beginner’s tips for Back to Karkand.
What’s in Back to Karkand?
Four new maps: Strike at Karkand, Gulf of Oman, Wake Island and Sharqi Peninsula)
Ten new weapons: 2 each under assault rifles, carbines, machine guns, and sniper rifles, plus a PP-19 and an MK3A1 Shotgun.
New vehicles including the DPV, and BTR-90.
General
In general, use the same strategies with the previous maps in Battlefield 3. Stick with your team and form squads. You’re almost always better off with a group than alone.
Assault Conquest is exactly like conquest except one team already has control of the points on the map and the other team needs to take control of the points. The attacking team must be aggressive and take as many points as possible, as soon as possible. Things are evened out by giving the attacking team more tickets.
For the 3 city maps (Strike at Karkand, Sharqui Peninsula, Gulf of Oman), it’s best avoid open spaces and maneuver through the buildings and alleys. This way, you’re covered against snipers or any other class aimed for the roads. It might take longer to get to a control point, but it’s a lot safer.
Since more buildings can be entered providing a lot more hiding places, don’t assume you’re alone in there. Check every corner of every floor to look out for enemy campers. You’ll also prevent them from spawning team mates.
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Strike at Karkand
Since Karkand is an urban map and it was mentioned that there are a lot of buildings to enter, you can set traps inside buildings for unsuspecting enemies using claymores.
Grenades and rocket launchers can also work well in some of the more cramped areas of the map. Plus with rocket launchers, you can blow away the ample amounts of cover provided.
Avoid the open areas, roadside, unless you feel that it’s clear to proceed as you move from cover to cover.
Also, there aren’t any helicopters on this map, so use infantry tactics as you and your team manuever through the buildings.
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Wake Island
With the high amount of vehicles on this map coming from land, sea and air, the engineer class becomes very important in destroying these threats.
Wake Island is a huge map with not a lot of cover, so use vehicles whenever you can to get around from point to point when they need to be captured.
Point A, the North Village will usually come under attack first, so the defenders need to be in high numbers as they look toward the eastern side.
Point C is the airfield and is a critical point since it includes jets and helicopter. Who ever takes this point gets an advantage in the air. A team should be here most if not all times.
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Gulf of Oman
There will be quite a rush at the start with land, sea and air vehicles along the shore.
If you’re looking to take the hotel, use land or air vehicles to get there easily. While on foot, it can take a while, so stick with points you know you can get to quickly.
This can be dangerous, but it’s a risk/reward scenario. If you’re using the SOFLAM, head up the crane and from there you can tag enemy aircraft. You will most likely get sniped up there, but giving your team some breathing room from air vehicles certainly helps.
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Sharqi Peninsula
Use the buildings for cover and flank whenever you can, even if it’s the long way around. Tanks will pass by the roads since it’s the only way to get through, so well placed anti-tank mines or a group of engineers will be able to finish them quickly.
Vehicle spawns will switch places for the attacking team. The Russians are at a bit of a disadvantage since they have to rush the points here.
The ridge next to point D is a good place to set up. You can take cover behind the wall and it has a good overview of the area. There’s also a TOW here.
Near the crane, there’s an unfinished building you can climb. You can get a good view of point E, the broadcast station, from here. Troops will usually come down from that point and flood the area near the crane, so you can get some nice shots as they come.
One of surrounding areas near the broadcast station, point E, includes a ridge with a lot of foliage to cover your approach. Prone here to get the jump on your enemies.
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